199,214 Commits over 4,140 Days - 2.00cph!
- Placeholder collect item update
Removed deprecated FFT code
GC opt in UnitCanFindCraftingItems/FindItem
batched meshes, wall.window socket update
wood shutters prefab, anims
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
Added atmospheric rain music
Automated Linux DS Build #24
Automated Windows Build #25
FindItem fixes, removed IM considerations from most DSEs
Breeding group tweak to avoid stupid shelter seeking behaviour
Optimized ItemManager's FindBest* functions a bit by way of caching.
-removed useless vec2 allocations
-caching IQ objects in Zone+InfluenceMaps
Fixed door close sound playing with first interaction of door
Added BaseEntity.Flags.Busy
Cannot interact with doors while closing or opening
FindItem RunImplementation tweak
Fixed melee weapons thrown at barricades damaging the thrower
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
Fixed door placement on triangle floor
Automated Linux DS Build #25
Shutters Sockets not conflicting with window.bars collision
Added the rest of hinges to wood and metal tier window frames
Texture tweaks
Fixed torch lit sound not reacting to sound sliders
Added combo meter for rallies
repositioned lava court to be centred to 0. added new collision meshes to lava court
repositioned lava court to be centred to 0. added new collision meshes to lava court
Changed the foundation.steps host prefab to be 3m gradient
Switched off lava mover, removed unused object
Server compile fix @diogo
Added owl to character select
- Set turret colliders to trigger
- Rebuilt prefabs
- Branched for boomerang work and WIP related stuff:
- Projectiles can now be set to have no expiray time
- Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something
- Boomerang now tracks things it's already hit
- Boomerang seeks out targets
Automated Windows Build #26
added preventbuilding to autoturret, derp
Working on new cutout method that's much better for buildings.
Generic entity linking via sockets
Reject building block placement on occupied construction sockets
Spawn tweaks, GoToSmartObject revert fix, Sky/Player/Ocean tweaks, Smoke material shader changed, blah blah blah
Added fly swarm effect.
Increase visibility of snow bare footprint.
Fixed sand impact that wasn't set to receive shadows.
TENN - 15 portrait anims
Elvis lose portrait anim
Fixed pregnancy considerations
Removed old particle fx prefabs
Fixed a load of UI widgets being raycast targets when they shouldnt be